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Messages - dwsel

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Finished Works and Works in Progress / Re: Spooky roof WIP
« on: March 22, 2012, 03:25:14 pm »
It's a Metroidvania style game. Trailer will be out this month. Hopefully a demo next month.

Very dream-like setting of the scene (but the second character suggests rather nightmare). Can't wait to see the trailer :)

General Anim8or Forum / Re: Free offer to print your model!
« on: March 20, 2012, 01:36:49 pm »
How did you get the webcam feed? I don't see no link
It was available yesterday. It was fun to watch :)

I wasn't expecting that the model that was printed was filled inside. Have you tried to print out thin shell and fill it later with some other material? It might speed printing such model a lot, and make the model more solid and durable.

Finished Works and Works in Progress / Re: audi 500
« on: March 11, 2012, 11:45:08 am »
I'm happy to hear you like it :)
And yeah, a new car would be nice 8) hehe ;D

Finished Works and Works in Progress / Re: audi 500
« on: March 08, 2012, 11:05:50 pm »
Ok, here's render of your model in my studio after postprocessing. I've already sent you email with some more info.

Finished Works and Works in Progress / Re: audi 500
« on: March 02, 2012, 05:56:09 pm »
Which one are you trying to apply? Would you like to see how to use attached studio or just environment maps?
Feel free to attach your model in this thread, or if it's too big to be attached you can upload your model to some file hosting and provide link, so we'll see what can be done to make it look great ;)

Finished Works and Works in Progress / Re: audi 500
« on: February 24, 2012, 04:38:29 pm »
I attached Ensoniq's carpaints (blue and black/gray) as environment map.

For transforming further materials, please check this tutorial:

Also here's my try at single layer/no postpro carpaint rendered with ART:
+ fully tweakable colours (also diffuse and specular maps can be used)
+ quite correct look
+ studio environment
+ reacts to additional self illuminated plates and additional lights
+ easy to use (import object, place in the scene, apply material, focus light and camera on object and render)
- tightly bound with environment map (you may change maps to other 'studio' type)
- better to use for stills because takes a lot of time to render
- depends on number of samples

Finished Works and Works in Progress / Re: audi 500
« on: February 23, 2012, 03:04:43 pm »
Continuing... (sorry for double post, but I have a lot of attachments)

You may basically pick any sphere and unroll it to have your base material. It's very simple to do, but main limitation is that the material will not be affected in any way by environment - shadows and reflections won't be cast, unless you mix with your environment map some diffuse, specular and reflection. Things will not be accurate any more, but it will blend a bit better with your rendering studio.

Here's environment map derived from the sphere posted on this site: and results of rendering below.

1. 100% environment map
2. 75% environment map mixed with some diffuse and specular (red/oragne/yellow shades) rendered with scanline
3. roughly the same as above but rendered in ART with specular reflection attribute (you can see some reflections inside the helix)

and the source file.

I wonder how your material looks when rendered on the sphere. I remember this car image was made for one of Anim8or competitions :)

Finished Works and Works in Progress / Re: audi 500
« on: February 23, 2012, 02:45:02 pm »
I have a lot of ideas lately ;)

Can you remember that post about car paint? I think I got highly inspired by this thread and I believe I can make this procedure even simplier if you don't want to bother with multiple layers as I or ENSONIQ suggested.

The idea is to 'unroll' the sphere and use the texture as 100% environment map. It's the quick rendering method used by Sculptris or ZBrush. Here's the result of applying this method to my carpaint example and environment map used for the task.

General Anim8or Forum / Re: How does one...
« on: February 22, 2012, 07:29:49 pm »
Hey, davidud!
Could you give more details about your game plans? You want to make 2d game with prerendered 3d elements, right?

Try to set RayDepth scene attribute to 3 or 4 for example, and lower antialiasing number of samples from default 16 to 9. It should speed things up a bit.

The simpliest way for environment map: you may try googling for "hdri", but in fact when using this way you'll need low dynamic range image, so download *.jpg instead of *.hdr/*.exr. Go to Material Editor/Textures to load your map into Anim8or, but don't click on "Env. Map" option, click on something other i.e. "Diffuse", load your map from file and set diffuse map to "NONE'. Click on "Env. Map" and choose your map, tweak strength.

Example of 100% reflection map below.

Using glossyspecular to fake light bouncing is something I've learned not so long ago.

Attached file is pretty self explanatory, but here's a text that describes how it works:

Attached image was rendered in ART, it has no postprocessing. Only default lights were present, but they were not necessary, because environment colour or map is also picked. Normally noise removal would be needed. You'll need high AA values - like >=49 and lower RayDepth scene attribute to something less than default: 2-3 for diffuse scenes or 6-7 for scenes containing refractive objects. I thought you might find use for it...

I've already used this technique in two images of mine:

General Anim8or Forum / Re: piles of dirty clothes
« on: February 18, 2012, 01:26:29 pm »
Hey, I thinks that depends on level of details you require.

First, please take a look at (as far as I remember) this sci. paper:
There was a description of modeling pile of trash. On the final image you see low poly textured base with some modeled 3d details on top of it (roughly speaking - without going into unnecessary in this case details, like shaping the pile and the simulation)

If I were to model some tidy laying towels or hanging on the hook, I'd definitely do this by hand. If I were to model pile of random trash I'd try the Pixar's way.

1. Might look too fake and detached, and imagine bending and placing all clothes by hand... ;)
2. Simulation of all clothes will take really lots of time, unless you simulate only 2-3 pieces of clothing on top of the fake base pile.
3. Why not to build basic meshes (just general shape) in Anim8or and then sculpt it in Sculptris according to photo reference? Then decimate resulting mesh a little bit in MeshLab?

Finished Works and Works in Progress / Re: Retro seats
« on: February 11, 2012, 03:50:06 pm »
They look like taken directly from 60's, but this fashion is coming back recently ;)
I like the first one's shape the most, but I'm not sure about the pink (not my favourite colour even in magenta form). The third on looks the most comfortable.

Good showcasing style and quality rendering. I'm interested into that pink leather/sparkling(?) material of the 4th one. Can you say more about it or render closeup?

Finished Works and Works in Progress / Re: Trans-Neptune - the Web Series
« on: February 06, 2012, 07:40:41 pm »
Re additional props, absolutely the more the merrier.  I really need to move on to other rooms in the base (airlock, corridor & hub, habitat etc.) as they have been mentioned in the existing storyboard, and the control room needs more work as well, particularly since that's where the bulk of the action happens.

A lamp for bedroom/living area.

Finished Works and Works in Progress / Re: Trans-Neptune - the Web Series
« on: January 28, 2012, 03:21:00 pm »
Yes, probably poster won't pass... I think I could make a poster like "Humanity/SpaceTec wants YOU!": but I would need a render of astronaut suit (the kind will be used in the production) with finger pointing towards camera for that task.

Here are my suggestions on the first image:

- tables are burned out totally, they could have darker texture or I imagine anisotropic brushed metal like on the overpaint on the top
maps: )
and directional brushed metal on the leg.

- random patches of dirt on in the grooves on the floor (maybe a little bit more in the corners)

- metal reflections on the keys of cans (a bit more contrast), tops may be plainly painted with matte white like now

- walls in strategic places beveled and more variety (procedural maybe) in the textures. It can be especially seen on the second image where there's a closeup of wall in the front plane and it just screams - 'I have sharp edge and low texture resolution!'

- minor problem of texture filtering on the floor on second image, though I'm aware that's only preview, so things like that can happen with lower AA

Do props like coffee machine are also considered for the kitchen? I could make something like that.

Finished Works and Works in Progress / Re: Lil' Spaceman Model
« on: January 28, 2012, 12:14:47 am »
Your character looks really funny ;) Do you plan animating your scene?

I believe the ground has too few divisions so for me it looks too smooth for a Moon surface. If I could suggest something:
- I'd either model craters by hand in cartoony manner, so they would suggest that it's Moon.
- I'd make more detailed mesh, maybe procedurally generated.

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